![]() The World button toggles the Gizmo between World and Local coordinate systems. The Add Bunny button will import and append a bunny mesh, and Undo and Redo do what you might expect. A small set of UI buttons on the left are used to do various things. The demo allows you to create a set of meshes, which can be selected by clicking (multiselect supported with shift-click/ctrl-click), and a 3D transform gizmo is shown for the active selection. There is a short video of the ToolsFramworkDemo app to the right, and are a few screenshots below - this is a built executable, not running in the UE Editor (although that works, too). And, many of those Tools, are directly usable at Runtime! Sculpting in your Game! It’s pretty cool. However, this exact same Framework is what we use to build the 3D Modeling Tools suite in the Unreal Editor. I’m going to focus on usage of this Framework “at Runtime”, ie in a built Game. By the end of this article, I will have introduced the Interactive Tools Framework, a system in Unreal Engine 4.26 that makes it relatively straightforward to build many types of interactive 3D Tools. ![]() However, the topic of this article is essentially “How to Build 3D Tools using Unreal Engine”, which is a big one. In this article, I am going to cover a lot of ground. ![]()
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